#110 Fire-making Update: Proposing a simplified approach to improving fire-making

13 messages · Page 1 of 1 (latest)

oak barn
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https://runescape.wiki/w/'Accidental'_Fletching_and_Firemaking is basically the current end goal for lvling firemaking, and this could end up like that if its limited in variety of skill lvls and activities. lvl 82-95
If done similar to Necro rituals and be spread out thru all the low to high levels, unlocking better pyromancy rituals, this would start sounding like a massive rework for the skill instead of a simple proposal.

RuneScape Wiki

Prehistoric Potterington's 'Accidental' Fletching and Firemaking training is a high-level training method for Fletching and Firemaking, located on Anachronia, next to the Anachronia Dinosaur Farm. It serves as the method of creating dinarrows that can be imbued with Elder God anima. All the activities involved in the training require the complet...

elfin girder
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It needn't be a rework, though. It could be a simple design with low requirements that can be added to over time. The idea is that it's primarily a skilling station for most things firemaking that are already in the game.

real kernel
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I'm going to be 100% realistic; I don't see this as really a small change, but more as a rework, which feels extremely unnessessary.

a New Log and maybe more incense Sticks seems sufficient enough. Expeshly since these are extremely efficent and successful late game as is.

elfin girder
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By that definition, the Botanist's Workbench was a rework.

elfin girder
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But the scope of what I'm proposing isn't really all that great, since it's basically a fort skilling station that helps you do the things you already were doing, and in a similar fashion to other skilling stations.

real kernel
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alright ill bite;
can you elaborate which skilling station is similar to what your suggesting in the fort?
none of them require loading of items, none of them require an additional spell or specific runes to cast or combat style for a matter of fact, none of them provide features from the craftable offhands as rewards, and to my understanding, none of them provide rewards at all. they are saving materials, or introducing a mechanic already in the game provided by a portable. (with exception of the grove providing an upgraded version of nests) that being said though; the upgraded nests were not provided as a reward for fort exclusively.

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I want to clarify I am not trashing on the idea, I am just trying to understand your previous statement;
and in a similar fashion to other skilling stations.

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because this doesn't seem similar at all from how its explained in the post.

elfin girder
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The similarity is this: You click a station to open up a menu and use that station for a benefit not found when skilling/crafting without that station, like saved materials, improved rates, and even extra benefits, such as when the botanist's workbench NPC, Granny Rowan, allows you to batch unfinished Overloads, or when invention machines require input of noted items. Or even like how a portable brazier allows you to AFK craft a large stack of logs, but expanded to included larger batches of incense, afk production of ashes according to choice of log used, or even as I mentioned combined magic with firemaking for mostly XP and the charm of skilling in a clearing in the woods at night.

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The idea of pyromancy in this way is aesthetic and convenience.

elfin girder
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But possibilities abound for adding to the basic idea of the skilling station. The idea of pyromancy is not altogether dissimilar to Necro rituals, placing inputs and receiving outputs. This is an added layer to the bonfire idea, and could be looked at as the method by which you skill at the bonfire, and the excuse for making it afk to make the various products or XP. This aspect is distinct from the basic skilling station idea. If say, you wanted a bonfire to collect fire spirits the way that the Well of Souls collects souls, pyromancy to be able to make a skilling off-hand, or to have a tree of abilities that affected the combat triangle, then I would agree at that point that it's something of a rework.

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But a rework isn't necessarily what I'm advocating for. I want what is more of a basic station that can be added to or modified over time, bringing mostly existing ideas or pieces of the firemaking skill together with a great place to train it.

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Right here, next to the Beacon, with an upgraded storage box to allow for material storage to be shared with using my Bonfire. Right next to the grove, because logistically that makes sense on a map.